Welcome to the Great Khans role-play, the RP-Thread #1!
The Great Khans RP is set in the Wyoming Wasteland, after the battle of Hoover Dam at 2281. The goal of the RP is to live the life of a Great Khan, a faction who has many enemies.
Link to the out-of-character and sign-up thread: http://www.gamesas.com/topic/1462575-great-khans-rp-ooc-sign-up-thread-i/
“Due to our initiation rituals, Great Khans are extremely tough. Don’t expect us to do down easily. Though we have had a rough history, the legendary Great Khans are one of the longest-lived gangs to come out of the southwest.”
“The initiation ritual is a vital part of our strength. The man or woman who wishes to become a true Great Khan Warrior will enter the ring in our camp, together with a handful of true Khans, carrying the initiation clubs. If the initiate survives the beating, without screaming or crying, he or she will be accepted as a true Great Khan.”
“In our home camp, we live through hard work. We farm the land for sparse crops and hunt in the mountains for meat and hides. Our search-parties scavenge old ruins, or loot dead traveler’s possessions. If an NCR patrol is foolish enough to walk into our new lands, we won’t hesitate to ambush them. Sometimes we’ll go on more organized raids to nearby villages and outposts. But the biggest income for us is our drug dealing. We sell them to anyone, traveling merchants, fiends, raiders, jackals, scorpions, vipers, you name it. Sometimes they come to us, but most of the time we go to them.”
“We work in small war parties; small teams lead by a unit leader. The individuality and flexibility of these units has proven valuable many times, often catching our enemies’ off-guard due to their unpredictability.”
“Some factions in the wasteland prefer to rely on technology, but to rely on something so frail is to rely on something weak. Our physical strength in melee encounters is unmatched, and our fast firing sub-machine guns are perfect for close-to-mid range encounters. For versatility, we also carry shotguns and revolvers, both backing a serious punch up close. The occasional scoped weapon gives us the edge we need when defending our new home against intruders.”
“I believe that is all you need to know. Welcome to the Great Khans. I hope you won’t disappoint.”
The Battle of Hoover Dam was a bloody massacre without equal. Both the Legion and the NCR suffered heavy causalities, only to wipe out everyone at the damn when it was blown apart. The Mojave Wasteland is in chaos, and both the NCR and Ceaser’s Legion have gone into a new stale-mate, no longer interested in the broken dam. The Legion’s leader, Ceaser, died to a brain tumor, leaving command to a mysterious new figure.
Due to the events of the Dam, the Great Khans too suffered great casualties. They’d sided with Ceaser’s Legion and lost nearly half their warriors when the dam collapsed. The Khans retreated, and now their former ally also hates them. They have no friends left in the Mojave. They could no longer stay in the Mojave, and instead sought a new start at Wyoming. The place has a weak NCR presence, with dangerous creatures and powerful gangs in control.
Description of the new camp:
The Great Khan’s new camp has been put up at the Robert Mountain, at the west side of the new territory. An old ranger’s shack serves as Papa Khan’s housing, with tents put up at the bottom of the dried-out lakes nearby. The area is very uneven and is sealed away by the mountain from all sides, making it quite a safe-spot. There are two main exits to the camp, but with a bit of climbing you can make it out of it through any side. The southern exit has two narrow gaps between natural hills, while the eastern exit is much wider.
A zoomed-in map of the camp: http://i877.photobucket.com/albums/ab337/GorbadPS3/wyomingcamp_zps5796a17f.jpg
(Orange stars are exits. Green star is Papa Khan’s shack. Dark-Red/Black stars are places for tents. The black draw-line around the camp shows where the natural hills surround the place, concealing the small area well.)
The camp's location in Wyoming: http://i877.photobucket.com/albums/ab337/GorbadPS3/wyomingplace_zps0d9e70cc.jpg
The surrounding areas:
Around the new mountain-camp, there are more mountains on all sides. To the west, south-west and north-west, you can see a ruined mountain-forest beginning, a great place for hunting. The city of Pinedale is located right where the mountain-forest stops, to the west.
To the north, past a large mountain, is a large desert, which turns into mountains once more. What gangs live in those mountains is unknown.
To the east, a large plains opens up, the destroyed city of Casper visible in the great distance, with two unexplored cities closer: Lander and Riverton.
To the south, more desert opens up, the wildlife refuge of Seedskadee dominating the area.
Accepted characters:
GorbadPS3
Yor – Caucasion male, 33 years old. Scavenger and Hunter.
Spoiler Name: Yor (pronounced Jorr)
Race: Caucasian
Age: 33
Gender: Male
Role: Scavenger and Hunter.
Appearance: Sun-tanned and thick-skinned. Muscular as nearly all Khans. 180 cm (5’11’’) tall. Short black hair, shaved on the sides, leaving only a two-inches wide trail of hair on the middle of his head. A hard and angular face with a scruffy hint of a short black beard. Hazel-colored eyes. His arms, legs, chest, back and face all have traces of old wounds and scars on them.
Armor and clothing: Wears a sleeveless dark Great Khan leather west, tough boots and dust-brown jeans. A dark-brown scarf is wrapped around his neck, easy to pull up to hide his face against a sand storm. A simply belt with room for a knife and some pouches complete his outfit.
Weapons: A five-round pump-action hunting shotgun, with a broken knife attached to the barrel-end. Solid for medium-to-close encounters and works as a spear against a charging animal. He also carries an eight-inch long, two inches wide, very thick knife in his belt.
Misc-items: A few pouches at his belt where he can store items, usually ammo, caps, nuts, water and medicine or drugs. Also carries a sack with him, to store scavenged items in.
Skills: Yor can read the sun’s movement to know how many hours of sun-light there’s left. He’s also a capable tracker who knows the difference between animal’s footprints. He knows the areas near Red Rock Canyon quite well. He has always been efficient with a two-handed shotgun, preferring their scattershot over a hunting rifle’s too-precise pin-point shot. In melee, his shotgun-spear is enough to surprise foolish animals charging dead-ahead, but he has enough strength to cause serious damage with his thick-bladed knife, should that be required. Yor is also a sure-footed climber and during the night he is a real silent stalker.
Personality: Calculating, patient, serious. A burning hatred against the NCR.
Background: Yor has been a member of the Great Khans his entire life. Born in 2148, Yor was a young lad when Papa Khan led the New Khans on a rally to the Mojave Wasteland. He was there when they raided New Vegas and were driven out. He was there when the NCR nearly wiped them out at Bitter Springs. He’s seen enough to truly hate the NCR, eager to put a bullet through any and all NCR soldiers he encounters. Yor has been hunting and scavenging in the parts around Red Rock Canyon for three years, but then they went to War against the NCR at the Dam, the Legion at their side. It was a bloody massacre, and the Khans retreated. Yor can still see the dam exploding in front of his eyes, taking with it hundreds upon hundreds of soldiers from both sides of the battle.
Now, at their new HQ in the Wyoming Wasteland, Yor is determined to get to know the new terrain.
Magus the Red
Malcolm Winter - Caucasian Male, 44 years old. Doctor and Hunter/Gatherer.
Spoiler Name: Malcolm Winter
Race: Caucasian
Age: 44
Gender: Male
Role: Doctor (Main Job) and a Hunter-Gatherer in his spare time.
Appearance: Malcolm is 6ft 2inches tall, his body is lean, his weight often rests on his right leg when speaking to someone. Malcolm is clean shaven, though every so often he has a muzzle. He has black hair cut to a short-medium length, the front of the hair naturally sweeps to the left, here and there are a few grey hairs, his skin is weather-beaten and his expression is one of either amusemant or in thought.
His eyes are a piercing grey. His features are sharp, his nose is a roman nose, slightly crooked from having been broken once. On the right hand side of his forehead, just past his right eye, is a vertical scar four centimetres in length and three millimetres in width.
The rest of his body has scars here and there.
Armour and Clothing: Malcolm is looked down on as rather cultured in his choice of clothing, he wears black shined oxford shoes, black trousers, a black leather belt, a tucked-in long-sleeved khaki dress shirt with the sleeves rolled up, a dark grey slouch hat and should it be required, a dark grey trench coat.
As for Armour all he has is a piece of worn combat armour for the chest, shoulders and back only.
Weapons: A bowie knife and his trusty scoped Trail Carbine.
Misc-Items: Malcolm has a medical satchel which contains bandages, scissors, med-x, forceps, scalpel and a bottle of whiskey. In his tent he has more medical equipment and medical books. To help him collect supplies he has managed to tame a horse and should someone require help that needs a fast response and is a suitable distance he’ll ride the horse to wherever the emergency is.
Skills: Medicine, Survival, Repair and Guns.
Malcolm is a doctor and so needs to know his way around the human body and how to treat things. Malcolm doesn’t rely on chems when he can, knowing their dangers and so prefers to go out hunting or gathering for certain supplies the wild can provide. Malcolm knows how to repair his gun and with his own hands built his saddle for his horse. Finally with his steady hands and sharp eyes, Malcolm has found himself a good shot with his Trail Carbine.
However Malcolm is terrible at Speaking to crowds, often paling and trying to walk out, he can’t fight with his fists, his knife is there for makeshift surgery and for skinning and cutting things. Malcolm has a mean temper and suffers from Insomnia so he generally only gets around four hours of sleep a night. Whilst he can be quiet when hunting, he isn’t a stealthy hunter, preferring to find a good spot and generally using his patience wait for his prey to come to him. But if it comes to hunting animals, he’ll usually get someone else to do the hunting for him.
Malcolm is adamantly against producing Chems, only doing so when someone might need it to save their lives. He’s also suspicious of those who use explosives and energy weapons.
Personality: Warm and inviting, Malcolm isn’t really a thinker, he knows practical knowledge and that’s what he’ll stick to. Working with his hands has what he’s done all his life and so he holds those who work similar to him in high regard, looking down on those he thinks are a bit as he puts it “With their heads in the clouds.”
Background: Born in 2237 Malcolm was raised as a Khan, but what had an influence on his life was the resident doctor in his encampment. The doctor was an ex-Followers of the Apocalypse doctor.
By the age of 17 and having passed his initiation ritual, Malcolm took up the job of being a doctor when the old one passed on. His life was relatively simple, he expanded his knowledge, did his work and was usually respected for his job. At 25 Malcolm married(do the khans do that?) his childhood sweetheart, a woman by the name of Eirene. Malcolm and Eirene were happy together, though Eirene couldn’t have children they were happy nonetheless.
That was until 2278, Eirene had been visiting her family at the Bitter Springs encampment, on the same day the NCR opened fire. Malcolm was devastated and went wandering for a while. Returning to Red Rock Canyon in 2280, Malcolm returned with a horse, a worn piece of combat armour, his trail carbine, bowie knife and his slouch hat, he’d been east to the Legion Lands and he hadn’t liked what he’d seen. With his caps gained from his wandering, Malcolm bought a lot of medical books and supplies from the Followers of the Apocalypse and so in 2281, followed his last family to Wyoming.
The-Viking
Ragnar Rage - Caucasian male, 30 years old. Warrior / Squad Leader.
Spoiler Name: Ragnar Rage
Race: Caucasian
Age: 30
Gender: obviously male
Role: warrior, squad leader.
Appearance: 200 cm high (not sure how many ft that is) strong muscles, short dark brown hair, goatee.
Armor and clothing: a khan jacket with metal spikes around it on the shoulder and hand areas and a metal plate protecting the back and front, but those are not visible as they are inside the jacket
Weapons: sledgehammer for melee, a custom made 9mm pistol with extended clip and longer barrel and a large m60 machinegun, but only uses the machinegun when fighting wars.
Misc: on his back he has his rather large backpack residing besides his shoulder that always carries the sledgehammer of his. In his backpacks backpocket he carries throphies from his dead enemies.
Skills: mostly trained at fighting but his brute strength allows him to make ways through rubble and ruins, and makes him a force to be reckoned with in melee.
Personality: loyal to who he serves, likes to drink with his friends and gang members. Has some personal troubles with drugs, especially psycho
Likes to make friends but gets mad at weak people pretty easily, also people that try to taunt him so he is easy to anger.
Background: Ragnar came from an island in the east, traveling to their wastelands of Canada by a makeshift boat at the age of 20. Why he left he doesn't want to reveal to anyone. He found work at a small military force in the south not far from new York that called themselves Ronto, but a war he didn't want any part of occurred and he left even further west. 5 years of traveling eventually introduced him to the Mojave wasteland where he saw the khans and the other large factions that were fighting. He saw how the khans were fighting ncr soldiers, and without thinking he took khan side and started shooting at ncr side. After the khans retreat from the Mojave, he was offered the initiation and he gladly accepted. He passed the ritual and went on to become a great khan member in good standing.
In addition to player-controlled characters, there are a few non-player characters in the camp. Two twin-women, one carrying a 9mm sub-machine gun, the other a 10mm sub-machine gun, are guarding the southern and eastern exits. A man with two sawn-off shotguns is inside Papa Khan’s shack, a personal guard to Papa Khan. A man with a trail carbine and a woman with a hunting rifle are part of the war-squad, should the Khans ever go to full-out-war against someone. (in total, 6 NPC’s in addition to the characters controlled by the players. The rest of the jobs should be covered by players, not NPCs).
If you are interested in joining this RP, put up a character-sheet in the OOC and Sign-Up Thread!